How to Play
← Back- Everyone uses their own phone. Join with the 4-character code or the invite link.
- Press and hold to see your role. Let go and it hides again, so nobody can look over your shoulder.
- One person reads the setup script aloud. It appears on every phone once the roles are dealt.
- The table does the talking. Argue and decide out loud. Phones collect each team vote and the secret quest cards, then show the result to everyone.
Good and Evil are dealt secretly. Each round, the leader proposes a quest team and everyone votes to approve or reject it (votes are public; a tie is a rejection). If approved, the team secretly plays Success or Fail cards — good players must play Success, evil may play either. One Fail sinks the quest.
Good wins after 3 successful quests — but then the Assassin gets one guess at Merlin, and a correct guess steals the game for Evil. Evil wins with 3 failed quests, or if 5 team proposals in a row are rejected.
With 7+ players, the 4th quest needs two Fail cards to fail. The leader passes down the player list after every vote.
- Propose. The leader picks a team for the quest. The number is on the quest track at the top of your screen.
- Vote. Everyone approves or rejects that team. Votes are shown to the whole table, and a tie is a rejection.
- Rejected? The leader passes to the next player and they propose a new team. Five rejections in a row and Evil wins.
- Quest. If approved, each person on the team secretly plays Success or Fail. One Fail fails the quest. On quest 4 with 7 or more players it takes two.
- Repeat until one side has three quests.
- Assassination. If Good won three quests, the Assassin gets one guess at who Merlin is. A correct guess flips the win to Evil.
Knows: Sees every evil player — except Mordred.
Guide the good side toward safe teams without making it obvious you know. If the Assassin figures out who you are, Evil steals the win at the end.
Knows: Sees Merlin — but if Morgana is in play, he sees two people and can't tell which is the real Merlin.
Figure out which one is Merlin, protect him, and draw the Assassin's suspicion onto yourself.
Knows: Knows nothing but their own loyalty.
Watch votes and quest results, deduce who's evil, and only approve teams you trust. You may only ever play Success on quests.
Knows: Knows the other evil players (except Oberon).
Sabotage quests without getting caught. If Good wins three quests, you get one shot: name Merlin correctly and Evil wins anyway.
Knows: Knows the other evil players (except Oberon).
You appear to Percival as if you were Merlin. Act the part — bait Percival into protecting you and mistrusting the real Merlin.
Knows: Knows the other evil players (except Oberon) — and Merlin does NOT see you.
You're invisible to Merlin. Build trust, get on quests, and strike late.
Knows: Knows no one — and the other evil players don't know you either. Merlin DOES see you.
Evil, but flying blind. Find your teammates from their behavior and fail quests when it counts.
Knows: Knows the other evil players (except Oberon).
Fail quests, vote strategically, and spread doubt among the good players.
| Players | Good / Evil | Q1 | Q2 | Q3 | Q4 | Q5 |
|---|---|---|---|---|---|---|
| 5 | 3 / 2 | 2 | 3 | 2 | 3 | 3 |
| 6 | 4 / 2 | 2 | 3 | 4 | 3 | 4 |
| 7 | 4 / 3 | 2 | 3 | 3 | 4* | 4 |
| 8 | 5 / 3 | 3 | 4 | 4 | 5* | 5 |
| 9 | 6 / 3 | 3 | 4 | 4 | 5* | 5 |
| 10 | 6 / 4 | 3 | 4 | 4 | 5* | 5 |
* quest 4 needs two Fail cards to fail at 7+ players